Sapped enemies deal up to 20% less Damage, based on the amount of Lightning Damage in the Hit for 2 Seconds.

Mechanics

Ailments are in many ways similar to debuffs. The most notable difference is that ailments are associated with damage types, whereas debuffs are associated with skill effects. Modifiers to skill effect duration affect the duration of debuffs applied by skills, but not the duration of ailments.[1]

There is no limit on the number of different ailments a target can have at any given time.

Application by damage

Each ailment is associated with one or more damage types. A damaging hit has the potential to inflict any ailments associated with the types of damage dealt. For example, a hit of physical and fire damage has the potential to inflict bleed, poison and ignite. Bleed has an additional restriction: It can only be applied by attacks.

The damage type associations for ailments may be changed by certain effects. As an example, The Three DragonsThe Three DragonsGolden MaskQuality: +20%Evasion: 115Energy Shield: 22Requires Level 35, 40 Dex, 40 Int+(26-30)% to all Elemental ResistancesYour Fire Damage can Shock but not IgniteYour Cold Damage can Ignite but not Freeze or ChillYour Lightning Damage can Freeze but not Shock"The ice seared his naked feetAs the lightning stilled his heart,But it was the flames upon his lover's faceThat roused him to vengeance."- From 'The Three Dragons' by Victario of Sarn changes which damage types have the potential to inflict elemental ailments.

A hit of damage also carries a property for each ailment that gives the hit a chance to inflict that ailment. By default, the chance to inflict most ailments is 0%. Any damaging hit has a 100% chance to inflict chill.[2]Critical strikes have a 100% chance to inflict ignite, freeze and shock. Some skill and support gems include modifiers that grant additional chance to inflict certain ailments. Additional chance to inflict ailments can also be gained from passive skills and equipment.

Arctic ArmourArctic ArmourSpell, Duration, ColdMana Reserved: 25%Can Store 1 Use(s)Cooldown Time: 1.00 secRequires Level 16Conjures an icy barrier that chills enemies when they hit you. You drop chilled ground while moving, and take less Fire and Physical damage while stationary.Per 1% Quality:1% increased Skill Effect DurationChill Enemy for 0.5 seconds when Hit, reducing their Action Speed by 30%(8-13)% less Physical Damage taken when Hit(8-12)% less Fire Damage taken when HitBase duration is (2.5-4.4) secondsPlace into an item socket of the right colour to gain this skill. Right click to remove from a socket. chills enemies when hit.

A strongbox with the "Incandescent" prefix ignites the character that activates it.

Damage with ailments

Ignite, bleed and poison are damaging ailments. A damaging ailment deals damage over time based on the base damage of the skill that inflicts the ailment. Only the damage types that have the potential to inflict a damaging ailment are used as a basis for calculating the damage over time for that ailment. From a previous example, a hit of physical and fire damage has the potential to inflict bleed, poison and ignite. In this example, only the fire portion of the base damage is considered for ignite.[3]

Damage with hits and damage with ailments are calculated separately and have different modifiers. Modifiers to damage with ailments do not contribute to the damage of attacks or spells. Similarly, modifiers to attack damage and spell damage do not contribute to damage with ailments. Modifiers to damage with weapons, melee damage, projectile damage and area damage do not apply to ailments under any circumstances. Modifiers to damage with ailments, damage over time modifiers, and generic damage modifiers all apply to damaging ailments. Modifiers to damage with specific ailments apply only to those ailments. Damage type modifiers apply to ailments that deal those types of damage. Additionally, burning damage modifiers apply to ignite, since 'burning damage' simply means fire damage over time. Resistances apply to damage of the corresponding types dealt by ailments.[3][1]

The damage multiplier for ailments from critical strikes exists independently from the critical strike multiplier used for hits. A character's base damage multiplier for ailments from critical strikes is 150%. There currently exist no modifiers to this stat. However, the Perfect Agony keystone applies a percentage of modifiers to critical strike multiplier to the damage multiplier for ailments from critical strikes.[1]

Unique items

Item

Stats

Conqueror's LongevityConqueror's LongevityViridian JewelLimited to: 13% chance to Avoid Elemental Ailments8% increased Life Recovery from Flasks2% chance to DodgeAttackHitsVictory is as simple as being the last one standing.Place into an allocated Jewel Socket on the Passive Skill Tree. Right click to remove from the Socket.

Maelström of ChaosMaelström of ChaosAtoll MapMap Level: 68Map Tier: 1Guild Character: ÇItem Quantity: (+40%-+60%)Item Rarity: (+200%-+400%)Area has patches of chilled ground20 patches with Ground Effect per 100 tiles (Hidden)Ground Effect has a radius of 14 (Hidden)Monsters deal 50% extra Damage as LightningMonsters are Immune to randomly chosen Elemental Ailments or StunMonsters' Melee Attacks apply random Curses on HitMonsters reflect CursesWhispers from a world apartSpeak my name beyond the tomb;Bound within the Maelström's heart,Will they grant me strength or doom?Travel to this Map by using it in the Templar Laboratory or a personal Map Device. Maps can only be used once.

Tear of PurityTear of PurityLapis AmuletRequires Level 20+(20-30) to IntelligenceGrants Level 10 Purity of ElementsSkill+(5-10) to all Attributes+(20-40) to maximum Life5% chance to Avoid Elemental AilmentsA shimmering symbol of Purity, clear as water,but I know better than most how quicklyPurity can succumb to Corruption.How quickly water turns to blood.- Victario, the People's Poet

Kongming's StratagemKongming's StratagemIvory Spirit ShieldQuality: +20%Chance to Block: 22%Energy Shield: (66-79)Requires Level 41, 100 Int3% reduced Movement Speed (Hidden)(15-20)% increased Spell DamageTrigger Level 20 Fog of War when your Trap is triggered+(20-30) to Intelligence(80-120)% increased Energy Shield30% increased Fire Damage with Hits and Ailments against Blinded Enemies30% reduced Spell Damage taken from Blinded EnemiesNo Chance to BlockThose who are skilled in combat do not become angered.Those who are skilled at winning do not become afraid.Thus the wise win before they fight,while the ignorant fight to win.

Fenumus' WeaveFenumus' WeaveCarnal MittsQuality: +20%Evasion: (216-261)Energy Shield: (43-52)Requires Level 50, 39 Dex, 39 IntGrants Level 20 Aspect of the Spider Skill(120-170)% increased Evasion and Energy Shield+(40-50) to maximum Life(6-9)% increased Attack and Cast Speed(40-60)% increased Damage with Hits and Ailments against Enemies affected by 3 Spider's WebsAdds (8-10) to (13-15) Chaos Damage for each Spider's Web on the EnemyA burden shared is a burden made lighter. The First of the Night teaches us that our burdens are not just ours to bear, but ours to use against oppressors.

Farrul's BiteFarrul's BiteHarlequin MaskQuality: +20%Evasion: (471-533)Energy Shield: (93-105)Requires Level 57, 64 Dex, 64 IntGrants Level 20 Aspect of the Cat Skill(180-220)% increased Evasion and Energy Shield+(25-35)% to Cold Resistance+1% to Critical Strike Chance while affected by Aspect of the CatCritical Strikes have (10-20)% chance to Blind Enemies while you have Cat's Stealth(40-50)% increased Damage with Hits and Ailments against Blinded EnemiesIt is a fool who strikes the turtle's shell. The First of the Plains teaches us to exploit weaknesses, and where no weakness can be found, to create one.

Blasphemer's GraspBlasphemer's GraspAssassin's MittsQuality: +20%Evasion: (280-332)Energy Shield: (54-64)Requires Level 58, 45 Dex, 45 Int+(40-50) to Dexterity(150-200)% increased Evasion and Energy Shield+(50-60) to maximum Life15% increased Damage with Ailments per Elder Item Equipped+6 to Maximum Life per Elder Item Equipped8% increased Effect of non-Damaging Ailments per Elder Item EquippedRemove an Ailment when you use a Flask if all Equipped Items are Elder ItemsReaching nature's limits,many sought power in the unnatural.

58

+(40-50) to Dexterity(150-200)% increased Evasion and Energy Shield+(50-60) to maximum Life15% increased Damage with Ailments per Elder Item Equipped+6 to Maximum Life per Elder Item Equipped8% increased Effect of non-Damaging Ailments per Elder Item EquippedRemove an Ailment when you use a Flask if all Equipped Items are Elder Items

Farrul's PounceFarrul's PounceHydrascale GauntletsQuality: +20%Armour: (233-275)Evasion: (233-275)Requires Level 59, 45 Str, 45 Dex(100-140)% increased Armour and Evasion+(50-70) to maximum Life+(400-500) to Accuracy against Bleeding EnemiesAttacks always inflict Bleeding while you have Cat's Stealth(40-50)% increased Damage with Hits and Ailments against Bleeding EnemiesYou have Crimson Dance while you have Cat's StealthA hungry beast wastes no energy.Every strike, no matter how small, must work towards victory.The First of the Plains teaches us that the largest prey can still be whittled away.

59

(100-140)% increased Armour and Evasion+(50-70) to maximum Life+(400-500) to Accuracy against Bleeding EnemiesAttacks always inflict Bleeding while you have Cat's Stealth(40-50)% increased Damage with Hits and Ailments against Bleeding EnemiesYou have Crimson Dance while you have Cat's Stealth

+(20-30) to Dexterity+(40-80) to maximum Life+(20-40) to maximum Mana20% increased Duration of Elemental Ailments on EnemiesItems and Gems have 10% reduced Attribute Requirements5% chance to Freeze, Shock and IgniteCannot gain Power Charges

Cane of UnravellingCane of UnravellingEzomyte StaffStaffQuality: +20%Physical Damage: 55.2–165.6Critical Strike Chance: 6.40%Attacks per Second: 1.20Weapon Range: 11Requires Level 62, 113 Str, 113 Int+18% Chance to BlockAttack Damage while wielding a Staff+2 to Level of Socketed Chaos Gems(20-30)% increased Chaos Damage2% increased Cast Speed per Power Charge+(40-55)% to Non-Ailment Chaos Damage over Time MultiplierGain a Power Charge after Spending a total of 200 Mana2 Mana Regenerated per Second per Power Charge"Creation is the act of making the intangible tangible.To work backwards, to make the tangible intangible,is to step into the mind of God."- Doryani, Queen's Thaumaturgist

10% increased Effect of Fortify on you15% increased Melee Physical Damage while you have Fortify20% increased Armour while you have Fortify15% increased Damage with Ailments from Attack Skills while wielding a Melee Weapon [1]

24% increased Physical Damage with Two Handed Melee Weapons20% increased Stun Duration with Two Handed Melee Weapons on Enemies20% increased Damage with Hits against Enemies that are on Low Life24% increased Damage with Ailments from Attack Skills while wielding a Two Handed Weapon [1]

Your Hits permanently Intimidate Enemies that are on Full LifeGain Adrenaline for 20 seconds when you reach Low Life if youdo not have AdrenalineRemove all Ailments and Burning when you gain Adrenaline [1]

6% of maximum Mana and Energy Shield Regenerated per second while on Consecrated Ground25% increased Attack and Cast Speed while on Consecrated GroundImmune to Elemental Ailments while on Consecrated Ground [1]

Version history

Bleeding and Poison are now both considered 'Ailments'. This means their durations are only affected by increased bleeding/poison duration modifiers, and the new ailment duration modifier (they are not elemental ailments, so are not affected by the existing modifier to elemental ailments).

We now only refer to 'Ailments' rather than the longer 'Status Ailments'. The pre-existing 'Elemental Status Ailments' are now referred to as 'Elemental Ailments', and cases where 'Elemental' was left off because there were previously no non-elemental ailments have been corrected.

There are now separate reminder texts for Elemental Ailments and for Ailments.

Tools

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